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IO: set io.KeyModsPrev in EndFrame() to tolerate backend writing to io.KeyMods without breaking. (#4439)
Amend ff428f1
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parent
2f40be638f
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cd39460925
@ -4049,7 +4049,6 @@ void ImGui::NewFrame()
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// Update keyboard input state
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// Synchronize io.KeyMods with individual modifiers io.KeyXXX bools
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g.IO.KeyModsPrev = g.IO.KeyMods;
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g.IO.KeyMods = GetMergedKeyModFlags();
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memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
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for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
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@ -4487,6 +4486,7 @@ void ImGui::EndFrame()
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// Clear Input data for next frame
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g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
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g.IO.InputQueueCharacters.resize(0);
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g.IO.KeyModsPrev = g.IO.KeyMods; // doing it here is better than in NewFrame() as we'll tolerate backend writing to KeyMods. If we want to firmly disallow it we should detect it.
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memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs));
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CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
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